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October 26, 2014
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October 26, 2014
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Updates » Design
Video: Building your own genre with a game like Bounden  
by Staff [10.06.14]
Developers, if you're making a new game you might be thinking too small -- why not make a whole new genre? Game Oven's de Jongh explains the value of thinking big in this GDC Europe 2014 talk.
Indie, Design, Video, Vault

Metrocide, or how I rolled my own cyberpunk dystopia 6
by Gamasutra Community [10.06.14]
"I'd always wanted to code a play-ground for emergent behavior, and having done it now I can both see why people love games that do it, and why most game developers try to avoid it as much as possible."
Console/PC, Indie, Design, Production

Oculus' Carmack, Abrash, Luckey, and Binstock debate the future of VR 3
by Christian Nutt [10.06.14]
Oculus' biggest visionaries recently gathered to discuss -- and debate, since they don't always agree -- the future of the technology. Here's the record of their discussion.
Console/PC, Programming, Design, Business/Marketing, Video

Talking Devs Podcast #2: Smash Bros. 3DS with Seth Killian and Jonathan Kim 4
by Christian Nutt [10.06.14]
In this episode of Talking Devs, Gamasutra's Christian Nutt talks to PlayStation All-Stars lead designer Seth Killian and Skullgirls animator Jonathan Kim about the recently launched Super Smash Bros. for the Nintendo 3DS.
Console/PC, Design

Rebooting the world's first MMORPG: A Habitat story 1
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Social/Online, Design

Don't Miss: VR game veteran Jesse Schell speaks his mind Exclusive 36
by Christian Nutt [10.03.14]
He started working with VR in 1993, and professionally in 1995. Now he's making prototypes for the Oculus Rift and teaching students how to develop in VR. What does he think of the medium's future?
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Video Postmortem: The making of Prince of Persia 2
by Staff [10.03.14]
25 years ago this month, Jordan Mechner released his seminal game Prince of Persia for the Apple II. In this postmortem talk from GDC 2011, he explains exactly how he did it.
Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Video: Lessons learned from trying to make a game a week 1
by Staff [10.03.14]
Developer Adriel Wallick gave herself a challenge: make a game a week, every week, in order to stay motivated and learn as much as possible by trying -- and often failing -- to make many games.
Console/PC, Indie, Design, Video, Vault

Last chance to be a speaker at GDC 2015 Summits!  
by Staff [10.03.14]
Future GDC speakers, don't miss your last chance to propose a talk for one of the GDC 2015 Summits!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Destiny, and the modern competitive FPS game design paradigm 8
by Gamasutra Community [10.03.14]
"I'm mostly using this as an opportunity to ramble about FPS game design in the context of current competitive FPS trends, and I think Destiny represents those trends well in the PvP modes."
Console/PC, Design

The year of narrative design theory that went into The Vanishing of Ethan Carter 9
by Mike Rose [10.03.14]
When Adrian Chmielarz, formerly creative director at BulletStorm studio People Can Fly, left his company to build a narrative-driven first-person adventure, he had a whole lot of studying to do.
Console/PC, Indie, Design

Don't Miss: Carmack reveals the challenges of mobile VR game dev Exclusive 15
by Alex Wawro [10.02.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Exclusive

Solving the 'unsolvable' issue of mobility in VR 5
by Gamasutra Community [10.02.14]
"Clearly player movement and camera controls within VR worlds is a huge issue... To discuss this issue I prefer to think there are actually two problems that are often rolled into one."
Console/PC, Indie, Design, VR

The craft of writing for branching dialogue systems 7
by Gamasutra Community [10.02.14]
"We’re going to talk specifics -- ideas to apply on a line-by-line level. Think of this as a toolbox, with specialized tools to be used in the correct circumstances."
Console/PC, Design

Don't Miss: Game artist tips from Rockstar's former art director Exclusive 4
by Kris Graft [10.01.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Exclusive

Video Postmortem: Making a truly sci-fi game in MirrorMoon EP 1
by Staff [10.01.14]
What does it really mean to make a "sci-fi" game? Santa Ragione's Pietro Righi Riva explores the question while giving a postmortem talk about his game MirrorMoon EP during GDC Europe 2014.
Console/PC, Design, Video, Vault

GDC 2015 is now open for registration! 2
by GDC Staff [10.01.14]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2015 is now open for registration!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Synchronizing gameplay and animation with music 3
by Gamasutra Community [10.01.14]
"Humans learn that when we see and hear things happening concurrently we can try to draw an association. So when it comes to syncing up music and game events, timing is extremely important."
Console/PC, Indie, Programming, Design

Blog: 5 things I learned from XCOM 12
by Gamasutra Community [10.01.14]
A list of lessons learned over months play, including "pump so much theme into your game that it cracks and bleeds theme blood all over the player."
Console/PC, Indie, Design

Don't Miss: Gamasutra's new podcast, Talking Devs - Desert Golfing 3
by Staff [09.30.14]
This is the first in a new podcast series from Gamasutra, called Talking Devs. The pilot episodes sees Bennett Foddy and Douglas Wilson discussing Desert Golfing on mobile.
Smartphone/Tablet, Indie, Design